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Waypoint Helper Function Reference
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Every AI group movement in WASP routes through five compiled waypoint helpers registered in Common/Init/Init_Common.sqf (lines 153–157). This page documents each function's call contract, the shared waypoint tuple format, and the live-caller map.
All five functions are compiled at init time on both the server and headless client:
| Global name | Source file | Line |
|---|---|---|
WFBE_CO_FNC_WaypointsAdd |
Common/Functions/Common_WaypointsAdd.sqf |
Common/Init/Init_Common.sqf:156 |
WFBE_CO_FNC_WaypointsRemove |
Common/Functions/Common_WaypointsRemove.sqf |
Common/Init/Init_Common.sqf:157 |
WFBE_CO_FNC_WaypointPatrol |
Common/Functions/Common_WaypointPatrol.sqf |
Common/Init/Init_Common.sqf:153 |
WFBE_CO_FNC_WaypointPatrolTown |
Common/Functions/Common_WaypointPatrolTown.sqf |
Common/Init/Init_Common.sqf:154 |
WFBE_CO_FNC_WaypointSimple |
Common/Functions/Common_WaypointSimple.sqf |
Common/Init/Init_Common.sqf:155 |
All are invoked with Call or Spawn (see caller map below).
WFBE_CO_FNC_WaypointsAdd consumes an array of 7-element tuples. Every caller must supply exactly 7 elements; a 6-element tuple will cause a script error on _x select 6.
// Full tuple (7 elements):
[_position, _type, _radius, _completionRadius, _statements, _timeout, _squad_prop]| Index | Field | Type | Notes |
|---|---|---|---|
| 0 | _position |
Array or Object | If typeName == 'OBJECT', getPos is applied automatically (Common_WaypointsAdd.sqf:25). Pass a 3-element position array or an object reference. |
| 1 | _type |
String | Arma 2 waypoint type: 'MOVE', 'SAD', 'CYCLE', etc. Set via setWaypointType (Common_WaypointsAdd.sqf:29). |
| 2 | _radius |
Number | Waypoint scatter radius passed directly to addWaypoint [_position, _radius] (Common_WaypointsAdd.sqf:28). |
| 3 | _completionRadius |
Number | Applied via setWaypointCompletionRadius (Common_WaypointsAdd.sqf:30). |
| 4 | _statements |
Array | Two-element array [condition, onActivation]. Applied only when count _statements > 0 (Common_WaypointsAdd.sqf:31). Pass [] to skip. |
| 5 | _timeout |
Array | Three-element array [min, mid, max]. Applied only when count _timeout > 0 (Common_WaypointsAdd.sqf:32). Pass [] to skip. |
| 6 | _squad_prop |
Array | Four-element array [behaviour, combatMode, formation, speed]. See Squad Properties section below. Pass [] to skip all four. |
When _squad_prop is non-empty (count _squad_prop > 0), each element is applied individually only if it is a non-empty string (Common_WaypointsAdd.sqf:33). Pass "" to leave a specific property unchanged.
| Index | Setter called | Valid values (Arma 2 OA) |
|---|---|---|
| 0 | setWaypointBehaviour |
"CARELESS", "SAFE", "AWARE", "COMBAT", "STEALTH"
|
| 1 | setWaypointCombatMode |
"BLUE", "GREEN", "WHITE", "YELLOW", "RED"
|
| 2 | setWaypointFormation |
"COLUMN", "STAG COLUMN", "WEDGE", "ECH LEFT", "ECH RIGHT", "VEE", "LINE", "DIAMOND", "FILE"
|
| 3 | setWaypointSpeed |
"LIMITED", "NORMAL", "FULL"
|
When the waypoint index is 0 (first waypoint on the group), setCurrentWaypoint [_team, 0] is called immediately after adding it (Common_WaypointsAdd.sqf:34). This forces the group to start moving to the first waypoint without waiting for the engine's default activation logic.
// Server_AI_SetTownAttackPath.sqf:39 — MOVE with squad_prop, no statements, no timeout
[([_nodes_a select 0, 20, 100] Call WFBE_CO_FNC_GetRandomPosition), 'MOVE', 40, 20, [], [], ["AWARE","","COLUMN","NORMAL"]]
// Server_AI_SetTownAttackPath.sqf:86 — SAD with squad_prop, no statements, no timeout
[([_x, 10, 35] Call WFBE_CO_FNC_GetRandomPosition), 'SAD', 40, 20, [], [], _behaviour]
// Server_AI_SetTownAttackPath.sqf:96 — (commented out) shows timeout usage
// [([_wp_dest, 10, 35] Call WFBE_CO_FNC_GetRandomPosition), 'SAD', 35, 25, [], [30,45,60], ["COMBAT","","FILE","LIMITED"]]
// Common_WaypointSimple.sqf:16 — minimal tuple, all optional fields empty
[_destination, _mission, _radius, 20, [], [], []]File: Common/Functions/Common_WaypointsAdd.sqf
[_team, _clear, _waypoints] Call WFBE_CO_FNC_WaypointsAdd;| Param | Type | Description |
|---|---|---|
_team |
Group | The group to assign waypoints to. |
_clear |
Boolean | If true, calls WFBE_CO_FNC_WaypointsRemove on the group before adding any new waypoints (Common_WaypointsAdd.sqf:15). |
_waypoints |
Array of 7-element tuples | The waypoints to add, in order. |
- Iterates
_waypointswithforEach; each iteration usescount (waypoints _team)as the current index, so waypoints accumulate correctly across multiple calls with_clear = false(Common_WaypointsAdd.sqf:27). - Object positions are resolved at add-time, not stored as references (
Common_WaypointsAdd.sqf:25). -
_statements,_timeout, and_squad_propare silently skipped when empty — no engine error.
File: Common/Functions/Common_WaypointsRemove.sqf
_team Call WFBE_CO_FNC_WaypointsRemove;- Iterates from
(count (waypoints _team))-1down to0(reverse order) and callsdeleteWaypoint [_team, _z]on each (Common_WaypointsRemove.sqf:11-12). - Reverse iteration is required: deleting a waypoint by index renumbers higher indices, so forward deletion skips entries.
- Called internally by
WaypointsAddwhen_clear = true. Also called directly to sanitize groups on player connect (Server/Functions/Server_OnPlayerConnected.sqf:60).
File: Common/Functions/Common_WaypointPatrol.sqf
[_team, _destination, _radius, _maxWaypoints] Spawn WFBE_CO_FNC_WaypointPatrol;
// Optional 5th param:
[_team, _destination, _radius, _maxWaypoints, _behaviours] Spawn WFBE_CO_FNC_WaypointPatrol;| Param | Type | Default | Description |
|---|---|---|---|
_team |
Group | — | Group to assign the patrol to. |
_destination |
Array or Object | — | Center point of the patrol area. Objects are resolved via getPos (Common_WaypointPatrol.sqf:15). |
_radius |
Number | — | Maximum scatter offset from _destination in each axis. |
_maxWaypoints |
Number | — | Number of MOVE waypoints; a final CYCLE waypoint is appended automatically. |
_behaviours |
Array | [] |
Optional _squad_prop array passed directly as element 6 of each waypoint tuple (Common_WaypointPatrol.sqf:14). |
- Generates
_maxWaypoints + 1total waypoints (loop variable runsfrom 0 to _maxWaypoints) (Common_WaypointPatrol.sqf:18). - All but the last are type
'MOVE'; the last is type'CYCLE'(Common_WaypointPatrol.sqf:27). - Each point uses
random _radius - random _radiusfor X and Y offset, producing a roughly uniform scatter centered on_destination(Common_WaypointPatrol.sqf:19-20). - Fixed waypoint geometry:
radius = 35,completionRadius = 40,statements = [],timeout = [](Common_WaypointPatrol.sqf:28).
Each point is tested with surfaceIsWater _pos; if the point lands on water, a new random offset is resampled (Common_WaypointPatrol.sqf:22-26). This loop has no iteration cap. On maps with large water bodies (or when _destination is near the coast and _radius is large), this loop can spin indefinitely. This is a confirmed performance risk noted in the codebase audit.
Server/FSM/server_town_patrol.sqf:44 — used for focus-object patrols (non-town patrol mode), with _patrol_range / 4 as the radius.
File: Common/Functions/Common_WaypointPatrolTown.sqf
[_team, _town, _radius] Spawn WFBE_CO_FNC_WaypointPatrolTown;
// _radius is optional; default = 30 (Common_WaypointPatrolTown.sqf:13)| Param | Type | Default | Description |
|---|---|---|---|
_team |
Group | — | Group to assign the patrol to. Must not be isNull (exits immediately if null, Common_WaypointPatrolTown.sqf:15). |
_town |
Object | — | The town depot/marker object. Must typeName == 'OBJECT' (exits immediately otherwise, Common_WaypointPatrolTown.sqf:14). |
_radius |
Number | 30 |
Base random scatter radius for non-camp waypoints (Common_WaypointPatrolTown.sqf:13). |
- Reads the town's
campsvariable (_town getVariable 'camps') to build a usable object list:_usable = [_town] + _camps(Common_WaypointPatrolTown.sqf:18-20). - Computes total waypoint count:
WFBE_C_TOWNS_UNITS_WAYPOINTS + count(_usable)(default:9 + (1 + campCount)) (Common_WaypointPatrolTown.sqf:21; constant atCommon/Init/Init_CommonConstants.sqf:362). - Randomizes group-level behaviour before building waypoints — four independent 50/50 rolls applied directly to the group (not per-waypoint): formation (
DIAMONDorSTAG COLUMN), combat mode (YELLOWorRED), behaviour (AWAREorCOMBAT), speed (NORMALorLIMITED) (Common_WaypointPatrolTown.sqf:25-28). - Interleaves camp/town visits at a computed
_insertStep = floor(_maxWaypoints / count(_usable))(Common_WaypointPatrolTown.sqf:31). Every_insertStepwaypoints, one object from_usableis selected at random (without replacement) and used as the waypoint position (Common_WaypointPatrolTown.sqf:38-41). - For random scatter waypoints:
radius = 32,completionRadius = 44(Common_WaypointPatrolTown.sqf:53-54). - For camp/town object waypoints:
radius = 35,completionRadius = 68(Common_WaypointPatrolTown.sqf:57-58). - All but the last waypoint are type
'MOVE'; the last is type'CYCLE'(Common_WaypointPatrolTown.sqf:61). - All tuples pass
_squad_prop = []— behaviours are pre-applied at group level in step 3, not per-waypoint (Common_WaypointPatrolTown.sqf:62). - Calls
WFBE_CO_FNC_WaypointsAddwith_clear = true(Common_WaypointPatrolTown.sqf:65).
| Waypoint category | _radius |
_completionRadius |
Source |
|---|---|---|---|
| Random scatter (no object) | 32 | 44 | Common_WaypointPatrolTown.sqf:53-54 |
| Camp or town object | 35 | 68 | Common_WaypointPatrolTown.sqf:57-58 |
The larger completion radius for object waypoints ensures the group registers arrival even when pathfinding stops slightly short of the precise object position.
The same uncapped surfaceIsWater re-sample loop from WaypointPatrol is present for random scatter points (Common_WaypointPatrolTown.sqf:48-51). Object-position waypoints bypass this loop entirely (they use getPos _insertObject directly).
| Constant | Default | Description | Source |
|---|---|---|---|
WFBE_C_TOWNS_UNITS_WAYPOINTS |
9 |
Base waypoint count before camp additions | Common/Init/Init_CommonConstants.sqf:362 |
WFBE_C_TOWNS_PATROL_RANGE |
500 |
Patrol radius passed in by server_town_patrol.sqf
|
Common/Init/Init_CommonConstants.sqf:356 |
WFBE_C_TOWNS_DEFENSE_RANGE |
30 |
Defense SAD radius (used by WaypointSimple, not WaypointPatrolTown) |
Common/Init/Init_CommonConstants.sqf:345 |
Server/FSM/server_town_patrol.sqf:42 — the primary town AI patrol loop calls this when _mode == "patrol" and no focus object is set.
File: Common/Functions/Common_WaypointSimple.sqf
[_team, _destination, _mission, _radius] Spawn WFBE_CO_FNC_WaypointSimple;
// _radius is optional; default = 30 (Common_WaypointSimple.sqf:15)A thin wrapper around WaypointsAdd that issues a single-waypoint order with _clear = true. All optional tuple fields are passed as empty arrays; _completionRadius is hardcoded to 20 (Common_WaypointSimple.sqf:16).
Caller: Server/FSM/server_town_patrol.sqf:47 — used in "defense" mode with waypoint type 'SAD' and WFBE_C_TOWNS_DEFENSE_RANGE (default 30) as the radius.
| Caller file | Function called | _clear |
Notes |
|---|---|---|---|
Common/Functions/Common_WaypointsAdd.sqf:15 |
WaypointsRemove |
— | Internal: clear gate |
Common/Functions/Common_WaypointPatrol.sqf:31 |
WaypointsAdd |
true |
Patrol route commit |
Common/Functions/Common_WaypointPatrolTown.sqf:65 |
WaypointsAdd |
true |
Town patrol commit |
Common/Functions/Common_WaypointSimple.sqf:16 |
WaypointsAdd |
true |
Single-order commit |
Server/FSM/server_town_patrol.sqf:42 |
WaypointPatrolTown |
— | Spawned; patrol mode, no focus |
Server/FSM/server_town_patrol.sqf:44 |
WaypointPatrol |
— | Spawned; patrol mode, with focus object |
Server/FSM/server_town_patrol.sqf:47 |
WaypointSimple |
— | Spawned; defense mode (SAD) |
Server/Functions/Server_AI_SetTownAttackPath.sqf:19 |
WaypointsRemove |
— | Explicit pre-clear before ARC attack route |
Server/Functions/Server_AI_SetTownAttackPath.sqf:41 |
WaypointsAdd |
false |
Early exit: first WP only (30% random roll) |
Server/Functions/Server_AI_SetTownAttackPath.sqf:71 |
WaypointsAdd |
false |
ARC route commit (multi-hop) |
Server/Functions/Server_AI_SetTownAttackPath.sqf:98 |
WaypointsAdd |
false |
Final SAD push onto committed route |
Server/Functions/Server_OnPlayerConnected.sqf:60 |
WaypointsRemove |
— | Player reconnect sanitize |
Server/Functions/Server_AI_SetTownAttackPath.sqf is the only caller that builds multi-hop routes manually rather than delegating to a patrol helper.
Proximity gate: if the group leader is within 700 m of the target town, the ARC routing block is skipped entirely and only the final SAD push is applied (Server_AI_SetTownAttackPath.sqf:24).
ARC node generation: 8 nodes are placed at 700 m distance from the target at 360/8 = 45° intervals; nodes are sorted by distance from the group's current position (Server_AI_SetTownAttackPath.sqf:31-35).
Max hops: WFBE_C_AI_TOWN_ATTACK_HOPS_WP - 2 (default 4 - 2 = 2) intermediate hop waypoints are permitted (Server_AI_SetTownAttackPath.sqf:36; constant at Common/Init/Init_CommonConstants.sqf:106).
squad_prop values used in attack tuples:
| Waypoint role | squad_prop |
|---|---|
| First ARC hop |
["AWARE","","COLUMN","NORMAL"] (Server_AI_SetTownAttackPath.sqf:39) |
| Second ARC hop (flanking) |
["AWARE","","WEDGE","NORMAL"] (Server_AI_SetTownAttackPath.sqf:58) |
| Intermediate random hops |
[] — no squad_prop applied (Server_AI_SetTownAttackPath.sqf:69) |
| Camp SAD sweep |
["AWARE","","VEE","NORMAL"], degrading to [] after first camp (Server_AI_SetTownAttackPath.sqf:84-89) |
| Depot SAD |
["AWARE","","FILE","NORMAL"] (Server_AI_SetTownAttackPath.sqf:94-95) |
7-element tuple required. Common_WaypointsAdd.sqf:24 unconditionally executes _squad_prop = _x select 6. A 6-element tuple raises a script error. This is audit finding AI17. Always include the 7th element, even if [].
Object vs. position. The getPos coercion at Common_WaypointsAdd.sqf:25 applies only to element 0. Elements 4, 5, 6 must already be arrays of the correct shape.
_clear = false accumulates. Calling WaypointsAdd with _clear = false on a group that already has waypoints appends rather than replaces. Server_AI_SetTownAttackPath uses three separate WaypointsAdd calls with _clear = false to build the route incrementally; the first call in the ARC block uses _clear = false so the initial MOVE waypoint from line 39/41 is preserved.
Water-avoidance spin. Both WaypointPatrol and WaypointPatrolTown contain an uncapped while { surfaceIsWater _pos } do { ... } loop. On island-heavy terrains or when the patrol center is at sea, this can stall the spawned script indefinitely. Always verify that _destination / _town is on land and that _radius does not push all resampled positions into water.
_insertStep of -1. In WaypointPatrolTown, if count(_usable) == 0 then _insertStep = -1 (Common_WaypointPatrolTown.sqf:31). The insert counter _insert starts at -1 and would match _z == -1 on no iteration (since _z starts at 0), so the degenerate case degrades gracefully to pure random scatter waypoints with no object insertion.
-
Variable-And-Naming-Conventions —
WFBE_CO_FNC_*naming scheme and the distinction between Common and Server function scopes -
Economy-Towns-And-Supply — how towns track
supplyValue,sideID, and thecampsvariable consumed byWaypointPatrolTown -
Commander-HQ-Lifecycle-Atlas — the broader AI lifecycle that drives calls into
Server_AI_SetTownAttackPath - AI-Headless-And-Performance — HC group delegation context in which these functions execute, and performance implications of the water-avoidance loop
- Function-And-Module-Index — full index of compiled SQF functions registered at init time
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- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index